Fast Scene Voxelization and Applications
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, page 71-78 - 2006
This paper presents a novel approach that uses graphics hardware to
dynamically calculate a voxel-based representation of a scene. The
voxelization is obtained on run-time in the order of milliseconds,
even for complex and dynamic scenes containing more than
1,000,000 polygons. The voxelization is created and stored
on the GPU avoiding unnecessary data transfer. The approach can
handle both regular grids and locally optimized grids that better
fit the scene geometry. The paper demonstrates applications to
shadow calculation, refraction simultation and shadow volume culling/clamping.
copyright ACM, 2006. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of I3D 2006
copyright ACM, 2006. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of I3D 2006
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Références BibTex
@InProceedings\{ED06, author = "Eisemann, Elmar and D\'ecoret, Xavier", title = "Fast Scene Voxelization and Applications", booktitle = "ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games", pages = "71-78", year = "2006", publisher = "ACM SIGGRAPH", url = "http://artis.inrialpes.fr/Publications/2006/ED06" }